////////////////////////////////////////////////////////////////////////////
//	Module 		: stalker_search_planner.cpp
//	Created 	: 31.05.2005
//  Modified 	: 31.05.2005
//	Author		: Dmitriy Iassenev
//	Description : Stalker search planner class
////////////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "stalker_search_planner.h"
#include "ai/stalker/ai_stalker.h"
#include "stalker_decision_space.h"
#include "script_game_object.h"
#include "agent_manager.h"
#include "agent_member_manager.h"
#include "stalker_property_evaluators.h"
#include "stalker_search_actions.h"

using namespace StalkerDecisionSpace;

CStalkerSearchPlanner::CStalkerSearchPlanner		(CAI_Stalker *object, LPCSTR action_name) :
	inherited				(object,action_name)
{
}

void CStalkerSearchPlanner::setup					(CAI_Stalker *object, CPropertyStorage *storage)
{
	inherited::setup		(object,storage);
	clear					();
	add_evaluators			();
	add_actions				();
}

void CStalkerSearchPlanner::initialize				()
{
	inherited::initialize	();
	
	object().agent_manager().member().member(&object()).cover(0);

	CScriptActionPlanner::m_storage.set_property(eWorldPropertyEnemyLocationReached,	false);
	CScriptActionPlanner::m_storage.set_property(eWorldPropertyAmbushLocationReached,	false);
}

void CStalkerSearchPlanner::update					()
{
	inherited::update		();
}

void CStalkerSearchPlanner::finalize				()
{
	inherited::finalize		();
}

void CStalkerSearchPlanner::add_evaluators			()
{
	add_evaluator			(eWorldPropertyPureEnemy			,new CStalkerPropertyEvaluatorConst(true,"is_there_enemies_delayed"));
	add_evaluator			(eWorldPropertyEnemyLocationReached	,new CStalkerPropertyEvaluatorMember((CPropertyStorage*)0,eWorldPropertyEnemyLocationReached,true,true,"enemy location reached"));
	add_evaluator			(eWorldPropertyAmbushLocationReached,new CStalkerPropertyEvaluatorMember((CPropertyStorage*)0,eWorldPropertyAmbushLocationReached,true,true,"ambush location reached"));
}

void CStalkerSearchPlanner::add_actions				()
{
	CStalkerActionBase		*action;

	action					= new CStalkerActionReachEnemyLocation(m_object, CActionBase<CScriptGameObject>::m_storage, "reach enemy location");
	add_condition			(action, eWorldPropertyEnemyLocationReached, false);
	add_effect				(action, eWorldPropertyEnemyLocationReached, true);
	add_operator			(eWorldOperatorReachEnemyLocation,	action);

	action					= new CStalkerActionReachAmbushLocation(m_object, CActionBase<CScriptGameObject>::m_storage, "reach ambush location");
	add_condition			(action, eWorldPropertyEnemyLocationReached, true);
	add_condition			(action, eWorldPropertyAmbushLocationReached,false);
	add_effect				(action, eWorldPropertyAmbushLocationReached,true);
	add_operator			(eWorldOperatorReachAmbushLocation,	action);

	action					= new CStalkerActionHoldAmbushLocation(m_object, CActionBase<CScriptGameObject>::m_storage, "hold ambush location");
	add_condition			(action, eWorldPropertyAmbushLocationReached,true);
	add_effect				(action, eWorldPropertyPureEnemy,			 false);
	add_operator			(eWorldOperatorHoldAmbushLocation,	action);
	action->set_inertia_time(15000);
}
